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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: # MASTER PROMPT — BUILD A DEEP BIGG BOSS-STYLE CONTESTANT SIMULATOR Build a large, realistic, highly replayable Indian reality-show life simulator inspired by the Bigg Boss format. The player is a CONTESTANT living inside the house. The player must experience the full journey: ENTER HOUSE → MAKE FRIENDS → CREATE/RULE ALLIANCES → DO HOUSEWORK → COMPLETE TASKS → BECOME CAPTAIN → NOMINATE → GET NOMINATED → HANDLE PUBLIC PERCEPTION → FACE WEEKEND EPISODES → SURVIVE EVICTIONS → DEAL WITH WILDCARDS → HANDLE TWISTS → REACH FINALE → WIN OR LOSE. This must NOT be a simple choose-your-own-adventure with repetitive text. It must be a proper simulation with: - Autonomous AI contestants - Dynamic relationships - Alliances - Rivalries - Tasks - Captaincy - Nominations - Public voting - Evictions - TRP - Social-media reaction - Production decisions - Weekend episodes - Host interactions - Celebrity guests - Public-powered punishments - Rule violations - Rewards - Punishments - Secret tasks - Wild-card entries - Family events - Emotional events - Fame - Prize money - Post-show career - Multiple possible endings The story must emerge from the simulation rather than being predetermined. --- # 1. SHOW FORMAT Create a fictional Indian reality show in the style of Bigg Boss. The default season length is: ## 105 DAYS However, the season can dynamically extend based on TRP and audience engagement. Possible season lengths: 105 days 120 days 135 days 150 days Maximum: ## 150 DAYS The player must NOT know at the beginning whether the season will be extended. At approximately Day 90–105, the production simulation evaluates: - Average TRP - Public interest - Voting activity - Social-media activity - Contestant popularity - Major storylines - Entertainment level - Remaining contestant popularity Then the show may announce: "Bigg Boss ke makers ne season ko extend karne ka faisla kiya hai." OR "The finale will take place as originally planned." The extension must never happen automatically. --- # 2. PLAYER CREATION Before entering the house, create the player's contestant. Allow: Name Age Gender City State Occupation Education Celebrity/Commoner/Influencer Income Social-media followers Relationship status Personality Background story Attributes: Charisma Confidence Intelligence Humor Patience Aggression Leadership Strategy Physical ability Communication Adaptability Emotional control Social skills Risk-taking Loyalty Manipulation Empathy Hidden traits: Ego Jealousy Insecurity Ambition Impulsiveness Forgiveness Anger threshold Secretiveness Trustworthiness These hidden variables must influence behavior without always being shown to the player. --- # 3. OTHER CONTESTANTS Start with approximately 15–20 contestants. Each contestant gets: - Name - Age - Profession - City - Personality - Background - Public popularity - Social following - Intelligence - Charisma - Strategy - Physical ability - Humor - Patience - Aggression - Loyalty - Ego - Jealousy - Emotional sensitivity - Risk tolerance - Hidden objectives Do NOT make NPCs behave identically. Create different types: Leader Strategist Entertainer Fighter Quiet player Emotional player Romantic player Comic contestant Strong task performer Manipulative contestant Loyal friend Opportunist Popular celebrity Underdog Wildcard-type personality House politician People pleaser Every NPC must make independent decisions. --- # 4. CONTINUOUS HOUSE LIFE Simulate life 24/7. The player should never feel like the house only exists when a task happens. Daily periods: MORNING AFTERNOON EVENING NIGHT Possible activities: - Wake-up - Breakfast - Cooking - Cleaning - Laundry - Exercise - Gossip - Sleeping - Romance - Friendship - Arguments - Strategy meetings - Pool conversations - Garden conversations - Private bedroom conversations - Games - Singing - Dancing - Eating - Confession room - Bigg Boss announcements - Secret missions Not every event should be scheduled. Unexpected events must occur. --- # 5. HOUSE LOCATIONS Create an interactive house containing: Living Room Bedrooms Kitchen Dining Area Garden Pool Bathroom Activity Area Task Arena Confession Room Captain's Room/Area Storage Punishment Area Secret Room Guest Area Jail/Kaalkothri-style area Different locations should create different event probabilities. Kitchen: Food arguments Cooking Duty fights Gossip Bedroom: Late-night strategy Secrets Friendship Romance Alliance discussions Garden: Group discussions Arguments Exercise Task preparation Living Room: Group announcements Games Major arguments Bigg Boss interactions Confession Room: Nominations Secret tasks Private opinions Emotional discussions Rewards Punishments Bigg Boss conversations --- # 6. BIGG BOSS AI SYSTEM Create a central AI authority called: ## BIGG BOSS Bigg Boss should behave as the house authority. Bigg Boss can: - Announce tasks - Give warnings - Announce nominations - Announce captaincy - Assign punishments - Give rewards - Give secret missions - Change rules - Introduce twists - Call contestants to confession room - Announce eviction - Introduce wildcards - Give special powers - Introduce public decisions Bigg Boss should have a personality: Calm Authoritative Mysterious Occasionally humorous Sometimes sarcastic Strict when necessary Do NOT repeat the same announcement templates constantly. Generate contextual announcements based on what actually happened. --- # 7. RELATIONSHIP ENGINE Every pair of contestants has relationship values. Track: Friendship Trust Respect Loyalty Attraction Jealousy Rivalry Fear Dependence Resentment Range: -100 to +100 Examples: Player helps someone: Friendship +8 Player betrays an alliance: Trust -25 Player defends friend: Loyalty +15 Player nominates friend: Trust -20 Player exposes secret: Trust -35 Player apologizes: Resentment -10 Relationships must influence future AI decisions. --- # 8. ALLIANCE ENGINE Contestants can independently create alliances. Example: Alliance A: 4 members Alliance B: 3 members Independent contestants: 5 members Alliance members can: - Coordinate nominations - Protect each other - Share information - Support each other in tasks - Plan captaincy - Campaign against rivals But alliances must be unstable. Members can betray one another. Secret alliances are allowed. The player should sometimes not know that an alliance exists. --- # 9. GOSSIP NETWORK Create a rumor-information system. Example: A tells B: "I think Ritik is planning to nominate you." B can: Keep secret Tell Ritik Tell another person Confront Ritik Use it strategically Lie about what happened This should create chains of consequences. Information must sometimes be: TRUE FALSE PARTIALLY TRUE EXAGGERATED --- # 10. ARGUMENT ENGINE Arguments must emerge from the house environment. Potential triggers: Food Cleaning Sleeping Personal comments Nominations Captaincy Task cheating Gossip Jealousy Romance Alliance betrayal Rule-breaking Luxury budget Toilet/kitchen duties Noise Personal space Intensity: LEVEL 1 — disagreement LEVEL 2 — heated argument LEVEL 3 — major confrontation LEVEL 4 — house-wide conflict LEVEL 5 — severe misconduct Record: Who started it What caused it Who supported whom Who tried to stop it Who benefited Who lost public support --- # 11. PHYSICAL RULE-VIOLATION SYSTEM IMPORTANT. Create a dedicated rule-enforcement system. Contestants can break rules such as: - Physical aggression - Threatening behavior - Destroying property - Breaking house rules - Repeated disobedience - Abuse of task equipment - Refusing Bigg Boss instructions Create severity: MINOR MODERATE SERIOUS CRITICAL Possible consequences: Warning Loss of privileges Luxury-budget penalty Nomination Captaincy restriction Punishment task Jail Direct nomination Temporary removal from task Suspension from an activity Expulsion/exit --- # 12. PUBLIC MERCY / PUBLIC VERDICT SYS, as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Ritik yadav (heera)
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